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Quake 4 - Method's Hideout (WIP)

  • Method
  • April 21, 2007 at 11:23 PM
  • D3ads
    • May 8, 2007 at 4:18 PM
    • #21

    It oozes atmosphere as ever, kinda reminds me a bit of Condemned over Kingpin at the moment, no bad thing by any means

  • own3d
    • May 8, 2007 at 11:46 PM
    • #22

    Looks like the set of a horror movie it has that creepy feeling to it, with the darkness and desaturated colours. If it is realism you are striving for try to give areas a purpose. Even corridors can have a purpose they just need to be enlarged and some sort of area with suitable features added.

  • Method
    • May 11, 2007 at 2:57 AM
    • #23

    Here are the performance shots of the recent areas:

    This area is about 30k polys in all given views.

    [Blocked Image: http://www.methodonline.com/temp/performance1.jpg]

    This area is about 40k polys in all given views.

    [Blocked Image: http://www.methodonline.com/temp/performance2.jpg]

    -Method

  • Gorion
    • May 11, 2007 at 7:00 PM
    • #24

    looks good

  • m8nkey
    • June 16, 2007 at 8:53 PM
    • #25

    Good to see urban environments in Q4, nice work. Looking forward to a playable release.

  • ^Slick
    • June 16, 2007 at 9:09 PM
    • #26

    How do you map for Quake 4, by your statement about polys I am guessing a modeling program?

  • Zacker
    • June 16, 2007 at 9:38 PM
    • #27

    Maps for Doom 3 and Quake 4 are made by some kind of Radiant variant.

  • Kakburk
    • June 16, 2007 at 10:28 PM
    • #28

    For d3 you use d3radiant and for q4 you use q4radiant. Simply open the console while in the main menu of the desired game and type "editor" (without the " symbols) and the editor will launch. :F <3

  • Method
    • June 16, 2007 at 11:37 PM
    • #29

    ^Slick: What I mean by polygons is how many of them seen (on average) in any given view. That shows how much I optimize the map. The colored pictures show light count, that shows how fast the map will run. I cannot post how many FPS (Frames Per Second) I get, because everyone has different specs on their computers. Basically, that info is more interesting to developers or mod people that work with id tech.

    -Method

  • ^Slick
    • June 17, 2007 at 12:27 AM
    • #30

    I see, I've never really seen it as I am a Source mapper. Thanks for the info.

    Looks very sexy though, out of curiosity, how much of that is actually custom content?

  • Psyshokiller
    • June 17, 2007 at 1:37 AM
    • #31

    Everything is custom in that map. Can't see any q4 stuff.

  • KungFuSquirrel
    • June 17, 2007 at 2:40 AM
    • #32

    Really, you should be more concerned with draw calls than your paltry 'triangles' and such

    It's pretty impressive how cheap triangles are getting in modern engines... before long triangles are going to be practically free

  • Method
    • June 17, 2007 at 3:00 AM
    • #33

    ^Slick: Thanks. Like Psychokiller said everything is custom. No models though. Just brushes, patches and textures.

    KungFuSquirrel: I need to freshen my knowledge about draw calls. I'll ICQ and bother you with questions soon

    -Method

  • Psyshokiller
    • June 17, 2007 at 5:15 AM
    • #34

    Yeah KFS is right about the draws. I didn't care for them a long time because, I haven't read anything related to draws and then came across an article about it on iddevnet, which made me care for them.

    It's well explained there.

    http://%7boption%7d

    @KFS: Did you wrote that article or a part of it? It says you last edited it. (Which is pretty long time ago )

  • Defrag
    • June 17, 2007 at 10:13 AM
    • #35

    Apparently in DX10 and beyond, the driver is a lot more efficient when it comes to submitting draw calls, so it should be even better in future (imagine not being overly constrained by batching OR triangle count). Oooooh yes.

  • ^Slick
    • June 17, 2007 at 10:39 AM
    • #36

    I think I'll install Q4 and do me some mappingz.

    Always good to try out new editors, it can't be as bad as UnrealEd

  • Psy
    • June 17, 2007 at 10:49 AM
    • #37

    Patches...*drools*

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